
#pragma once

#include "..\Common\Actor.h"
#include <gl/gl.h>
#include <gl/glu.h>

class TexturedBox : public Actor
{

public:
	GLfloat mXrot;
	GLfloat mYrot;
	GLfloat mXspeed;
	GLfloat mYspeed;
	GLfloat mZDepth;

	
	
	GLuint mFilter;
	GLuint mTexture[3];

	TexturedBox();
	int LoadTextures();
	bool Draw();
};


TexturedBox::TexturedBox()
{
	mXrot = 0.0;
	mYrot = 0.0f;
	mXspeed = 0.1f;
	mYspeed = 0.2f;
	mZDepth = 5.0f;
}

int TexturedBox::LoadTextures()
{
	int status  = FALSE;
	AUX_RGBImageRec* TextureImage[1];
	memset(TextureImage,0,sizeof(void *)*1);

	if(TextureImage[0] = LoadBmp("..\\data\\crate.bmp"))
	{
		status  = TRUE;
		glGenTextures(3, &mTexture[0]);

		// Create Nearest Filtered Texture
		glBindTexture(GL_TEXTURE_2D,mTexture[0]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
		glTexImage2D(GL_TEXTURE_2D,0,3,TextureImage[0]->sizeX,TextureImage[0]->sizeY,0,GL_RGB,GL_UNSIGNED_BYTE,TextureImage[0]->data);

		//create linear filtered texture.
		glBindTexture(GL_TEXTURE_2D,mTexture[1]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexImage2D(GL_TEXTURE_2D,0,3,TextureImage[0]->sizeX,TextureImage[0]->sizeY,0,GL_RGB,GL_UNSIGNED_BYTE,TextureImage[0]->data);

		//create mipmapped filtered texture
		glBindTexture(GL_TEXTURE_2D,mTexture[2]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
		gluBuild2DMipmaps(GL_TEXTURE_2D,3,TextureImage[0]->sizeX,TextureImage[0]->sizeY,GL_RGB,GL_UNSIGNED_BYTE,TextureImage[0]->data);

		if(TextureImage[0])
		{
			if(TextureImage[0]->data)
				free(TextureImage[0]->data);
			free(TextureImage[0]);
		}
	}
	return status;
}



bool TexturedBox::Draw()
{
//	glLoadIdentity();									// Reset The View
	glTranslatef(0.0f,0.0f,5.0f);

//	glRotatef(mXrot,1.0f,0.0f,0.0f);
//	glRotatef(mYrot,0.0f,1.0f,0.0f);

	glBindTexture(GL_TEXTURE_2D, mTexture[2]);

	glBegin(GL_QUADS);
		// Front Face
		glNormal3f( 0.0f, 0.0f, 1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		// Back Face
		glNormal3f( 0.0f, 0.0f,-1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		// Top Face
		glNormal3f( 0.0f, 1.0f, 0.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		// Bottom Face
		glNormal3f( 0.0f,-1.0f, 0.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		// Right face
		glNormal3f( 1.0f, 0.0f, 0.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		// Left Face
		glNormal3f(-1.0f, 0.0f, 0.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
	glEnd();

	mXrot+=mXspeed;
	mYrot+=mYspeed;
	return TRUE;	

}